What do you guys think about loot respawning?

Post » Tue Jan 12, 2016 3:49 am

It makes me think someone is going round restocking all shelves, footlockers, desks, safes and medical boxes. They apparently get around as much as I do.

(I think it's that same guy who maintains all candles and lanterns in the deep, dark sewers and bunkers....)

Haha, to be honest though I'm torn. It breaks immersion a bit, but then again you might find some rare component for your settlements or crafting.

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Taylor Thompson
 
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Post » Tue Jan 12, 2016 11:41 am

If loot didn't respawn, this game would lose anything worthwhile to do at endgame.

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Aaron Clark
 
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Post » Mon Jan 11, 2016 10:01 pm

I do not like respawns and would prefer clearing an area permanently UNLESS a different faction sent you to the same location for a quest. On that same note a quest should not be repeated (are you listening Preston?).

There are so many ways to get caps in this game and so many places to explore that arguing that there wouldn't be enough resources without the respawns is ridiculous. Every vendor sells the important resources and a few points in Charisma can have a great affect on your resources and caps.

Actually imo, it would enhance the game as we'd have to manage resources more effectively. Even on very hard the game is way too easy and one of the reasons why is respawns.

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Marlo Stanfield
 
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Post » Tue Jan 12, 2016 9:18 am

Yeah, I wonder if the issue isn't just respawning (as a concept), but that the respawning seems a bit buggy. (Some places seem to respawn very quickly, others not so much.)

But some randomization in the enemies would be a nice improvement.

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R.I.P
 
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Post » Tue Jan 12, 2016 4:48 am

I like it in general, but do think that the locations should remain cleared for a bit longer and that radiant quests should use a larger variety of places and send us only to places that aren't currently marked as cleared. If everything is marked cleared for some reason, then the quest giver should say something like, "Sorry, I have nothing for you now. Please come back later."

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lucile davignon
 
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Post » Tue Jan 12, 2016 1:55 am

I don't think an alternative is really possible, programmatically. You would essentially be talking about a save game that remembered the state of EVERYTHING in the whole world.

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Inol Wakhid
 
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Post » Tue Jan 12, 2016 12:34 am

I *can* understand OP point of view (who keeps refilling containers and safe(?)), but respawning of items and npc are very needed. In all mmo respawning are needed, and so does games from Bethesda. We do have games where nothing respawning and such games are *very* linear gameplay and you cannot revisit area either. We need stuff to build/create items and if there are no enemies - who to fight. We could have traders that sells all items, but then.... we need something to pay for the goods - sell items. Common sense doesn't work in such games as FO, Skyrim and games from other game companies where things respawning :-) Myself would rather see more respawning of npcs, since the town seems a little bit empty, but that is kinda *scary* - "alone in the dark" :-)

Cheers,

-Klevs

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Chris Guerin
 
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Post » Tue Jan 12, 2016 12:56 am

Ooh, yeah, I hadn't thought of that. Allowing locations to reset to "factory default" after a period of time undisturbed would help fight savegame bloat, wouldn't it?

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Fiori Pra
 
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Post » Tue Jan 12, 2016 12:41 am

Hmm, I'm sorta ok with it, but would wish there was a bit longer period between respawns. It does break immersion a bit, but at the same time, the game have to get going somehow, when the game doesn't end with finishing the main quest. It's our own Groundhog day in a sense :D

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Jade Muggeridge
 
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Post » Tue Jan 12, 2016 8:36 am

Basically, it is a necessary evil.

Back during Fallout 3, many people complained that they could not play on after the main quest. A few of us thought this was the way it should be but we were a small insignificant minority. So BGS made a change that allowed people to play on, and on, and on, and on after the main quest was completed.

When BGS developed Fallout 4, they planned for people playing on after the main quest. The also decided to make the experience somewhat rewarding and allow players to continue to develop their characters. This is why we have the leventy million perks and no limit on character levels.

Now, as most of us know. In order to go out adventuring, we need supplies. We need a constant supply of ammunition, chems, food, water and for those of us with a desire to craft things, we need a whole host of crafting supplies.

In order to give us the required supplies, one of two things must be done. The first is that we would need a map large enough to accommodate adventuring for an indefinite period of time with a near infinite supply of consumables. If you know anything about Science! you already realize that the map would have to be HUGE. To accommodate the map, the Earth would have to be MASSIVE. So massive, that it would collapse into a hairy black hole. This implosion would destroy the entire Fallout universe and due to the millions of connections it has with ours, it would destroy our universe as well.

Instead of destroying two universes, BGS decided to use the second option and we have loot that respawns.

Now we can debate whether BGS chose the correct option, but ultimately it is their game and their choice.

Personally, I am kind of happy that I didn't cease to exist the moment I clicked "Play"

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Charlotte X
 
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Post » Tue Jan 12, 2016 7:08 am

While respawning loot does tweak my sensibilities a little bit, I would not like the alternative ... a world that got emptier and emptier as I played. I just retcon my headcanon a little bit and assume that I've previously explored similar places but not this exact place in the past when I come across respawned loot.

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marina
 
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Post » Tue Jan 12, 2016 5:15 am

The respawning is needed to stop save game bloat. One Bethesda game Morrowind did not respawning cells. Play long enough, touch too many things and your save game would get too big. Then it would crash non stop.

So a kind of necessary evil! The alternative would be a cleared cell would "reset" in three days, but would be completely empty of characters, items you could interact with.

But in the end the game needs to streamline what it tracks. Or else your save game gets too big and you get memory errors.
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lillian luna
 
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Post » Mon Jan 11, 2016 11:09 pm

With no level cap and settlements having a nearly endless demand for resources respawning is a necessary evil. Yes it's unrealistic, but so is weightless ammo and breathing underwater.

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aisha jamil
 
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Post » Mon Jan 11, 2016 10:02 pm

I sometimes wonder if people are [censored].

Simple answer: your playing a video game!!!!
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Ashley Clifft
 
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Post » Tue Jan 12, 2016 7:15 am


Games were never meant to be realistic. Name one game that's "realistic" I'll list you 101 reasons why it isn't.
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Gwen
 
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Post » Tue Jan 12, 2016 2:24 am

I like it because it prevents the revisiting of places get terribly boring and meets the needs of crafting. I'd love some loot place/enemy randomization though so that I don't know what exactly I am going to find. I can't wait for a mod to do this.

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Taylor Bakos
 
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Post » Mon Jan 11, 2016 8:07 pm

Respawns are necessary because of settlements. They need a lot of resources of you want to develop them. If respawns did not exist, then finding junk to either breakdown into their components, or sell them to earn caps to buy materials would be very difficult.

When the GECK comes out you can always wait for someone to create a mod to disable containers from respawning. Or you can do it yourself. It should not be very difficult to do each type of container should have a box that would indicate if the content respawns or not. Just be aware that this can make containers should respawn contents (because of it's location) not respawn at all.

For exmaple, "Container ID 00A3X001" is used in an isolated hidden cave somewhere in the Commonwealth. It would make sense that once you loot it nothing should be in it the next you decide to go back into the cave. However, that same container could be on board the Prydwen so it would make sense that the contents of that container on the Prydwen should respawn it's contents every now and then.

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Meghan Terry
 
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Post » Tue Jan 12, 2016 5:08 am

Answerin the OP. Nice, since there's always something new to find. I love to farm aircrash 1981 to outfit all my settlers with nice cloths.

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Hayley Bristow
 
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Post » Tue Jan 12, 2016 11:05 am

You can fix this as soon as the Construction Kit comes out very, very simply. All you need to do is create a new .ESP, load Fallout4.esm as the master file, and go through all the "container" type items one-by-one. Uncheck "Organic" (or set "is organic" to "No") for each. Save the .ESP as OneLoot.esp or something when you're done, plop it in your Data Files folder, and activate it like any other mod.

Bam. No respawning loot in containers. Every chest/crate/box/locker/whatever in the game will now populate once and never again. You'll also be able to save your own stuff safely in any non-organic container.

This will be time-consuming, as there are likely several hundred different types of containers, but the the only thing you need to do is uncheck 1 item. (And be sure you don't miss any!)

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natalie mccormick
 
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Post » Tue Jan 12, 2016 12:50 am

After a few hundred hours in a Bethesda game you learn to make many unwritten rules that will help you with emersion.

If you know tool boxes refill in x hours or days just don't look again.

If an area re populates with the same bad guys in x hours or day just don't revisit the area for a while.

Keep circling the map and don't do any sidequests that send you back to the same location over and over.

Let them fail. New settlers will replace the dead ones and crops will re grow.

I don't know if its Bethesda just being lazy and not keeping up with the times or there are issues do to the limited resources of the consoles.

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Tyrone Haywood
 
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Post » Tue Jan 12, 2016 9:46 am

i am way into perks. without respawning of nastys, i won't be able to gain more perks. and as to loot, i am barely breaking even.

if you don't like respawning, just do the major quests.

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Jason Wolf
 
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Post » Mon Jan 11, 2016 8:56 pm

Real Life is realistic.

And as a game it truly svcks a root. Ain't none of us gonna get out of it alive.

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Kim Kay
 
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Post » Mon Jan 11, 2016 10:29 pm

Respawn has helped me enjoy the game in one important way: I could easily obsess over completely cleaning out an area before moving on. Seriously, before I found out that loot respawns I spent two entire play sessions combing over Concord house-by-house to make sure I didn't miss anything. Now that I know it'll all be back in a few days I don't bother with such insanity. I still keep my eyes open for the important stuff like unique weapons, bobbleheads or possible quest triggers but I don't feel the need to gather every last shot glass and dirty plate.

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jeremey wisor
 
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Post » Tue Jan 12, 2016 11:10 am

Fallout 3 did it in a workable way and without any black holes. Interior cells don't respawn and virtually no containers respawn, yet it's possible to play the game indefinitely. How so? Because enemies still respawn in the wasteland and there are shops.

Personally, I would like to see a faction-based random respawn system. In other words, when you clear out the ghouls from super duper mart, it may repopulate with raiders or settlers or any of the other (appropriate) factions. In that way, not only does it create a more dynamic and realistic world, it also offers a way to genuinely change the world - keep clearing each location until it populates with the faction one prefers.

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Darrell Fawcett
 
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Post » Tue Jan 12, 2016 3:59 am

Well, FO3 didn't have building mode. Some people have over 20 settlements, so resources is needed, not only from vendors, but from loot as well. If not doing any building other than for a personal homebase, one can ignore a lot of loot (except the ones for modding if into that, and repairing PA)

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LijLuva
 
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